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  • The plots and scripting tab under the [[conversation]] editor has many powerful features: [[Image:Conversation plots and scripting.png]]
    11 KB (1,908 words) - 23:35, 10 August 2011
  • Scripting is used whenever the designers need control over the game's behaviour. The Detailed documentation for the scripting language can be found in the "dascript.chm" file, available in your "Dragon
    13 KB (1,960 words) - 00:20, 10 August 2011
  • ...ucceeds in his quest, the quest giver will know about it. This is done via scripting. Scripting is a programming language with a syntax similar to C. This tutorial assumes
    12 KB (2,075 words) - 22:55, 10 August 2011
  • 2 KB (351 words) - 20:17, 24 October 2009
  • Whereas on this scripting tutorial it shows it as:
    349 B (62 words) - 00:10, 13 November 2009
  • 665 B (105 words) - 09:46, 22 January 2010
  • [[Image:Scripting constant browser.png]] [[Image:Scripting constant browser filtered.png]]
    19 KB (374 words) - 03:01, 14 October 2011
  • File:Scripting constant browser.png|Перечень констант File:Scripting constant browser filtered.png|Фильтр констант
    17 KB (1,323 words) - 01:46, 24 June 2013
  • Вкладка "Plots and Scripting" на панели вкладок ниже окна реплик содер [[Image:Conversation plots and scripting.png]]
    16 KB (473 words) - 05:26, 18 June 2013
  • [[Category:Glossaries]][[Category:Scripting]]
    2 KB (314 words) - 14:39, 1 March 2012

Page text matches

  • The plots and scripting tab under the [[conversation]] editor has many powerful features: [[Image:Conversation plots and scripting.png]]
    11 KB (1,908 words) - 23:35, 10 August 2011
  • The [[Scripting terminology#constructor|constructor]] for an effect is the [[Effect]] funct There is no [[Scripting terminology#literal|literal]] for an effect.
    6 KB (922 words) - 13:22, 23 October 2011
  • Scripting is used whenever the designers need control over the game's behaviour. The Detailed documentation for the scripting language can be found in the "dascript.chm" file, available in your "Dragon
    13 KB (1,960 words) - 00:20, 10 August 2011
  • == [[Scripting overview]] - basic syntax == The Dragon Age scripting language is an evolution of '''nwscript''' which was used in '''Neverwinter
    5 KB (818 words) - 22:09, 26 March 2012
  • The [[Scripting terminology#constructor|constructor]] for an effect is the [[Effect]] funct There is no [[Scripting terminology#literal|literal]] for an effect.
    6 KB (923 words) - 13:27, 23 October 2011
  • Вкладка "Plots and Scripting" на панели вкладок ниже окна реплик содер [[Image:Conversation plots and scripting.png]]
    16 KB (473 words) - 05:26, 18 June 2013
  • The [[Scripting terminology#constructor|constructor]] for an event is the [[Event]] functio There is no [[Scripting terminology#literal|literal]] for an event.
    14 KB (2,021 words) - 12:26, 15 August 2011
  • Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/grou * use elegant and tidy scripting
    14 KB (2,177 words) - 21:43, 31 August 2011
  • File:Scripting constant browser.png|Перечень констант File:Scripting constant browser filtered.png|Фильтр констант
    17 KB (1,323 words) - 01:46, 24 June 2013
  • Also available in the root node are a simplified plot and scripting tab (see below for details) that allows you to modify plot flags and trigge == Plots and Scripting ==
    17 KB (2,855 words) - 07:20, 26 November 2013
  • ...yet. I'll continue assuming the latter since I can always make it my first scripting project ... In scripting the material type can be obtained using [[GetMaterialType]] and modified us
    14 KB (1,910 words) - 21:57, 15 November 2009
  • ...y to keep track of his progress. In Neverwinter Nights this was done using scripting directly, but in Dragon Age a new type of resource has been introduced that * The "Action" section of the "Plots and Scripting" tab of a conversation node allows plot flags to be set (made "true") or un
    23 KB (4,062 words) - 23:36, 10 August 2011
  • ...ucceeds in his quest, the quest giver will know about it. This is done via scripting. Scripting is a programming language with a syntax similar to C. This tutorial assumes
    12 KB (2,075 words) - 22:55, 10 August 2011
  • ...also maintain a plot table of local variables that can be accessed through scripting. These can be used to keep track of player progress through quests and cont *[[Image:IconScript.png]] [[Script]]s - Scripting is used whenever the designers need control over the game's behaviour. The
    4 KB (721 words) - 20:10, 3 February 2010
  • | Scripting work or mentoring ==== Scripting work or mentoring ====
    7 KB (1,168 words) - 23:53, 5 August 2014
  • *Раздел "Action" (действие) вкладки "Plots and Scripting" позволяет устанавливать(set) в TRUE или сбра
    39 KB (481 words) - 11:13, 14 February 2012
  • == Client Scripting Wait Commands == The client scripting language supports 2 built in commands for pausing a script:
    1 KB (143 words) - 20:44, 3 February 2010
  • The game should fire a scripting event to the world map object whenever a travel occurs. At this point the == Scripting functionality ==
    5 KB (845 words) - 10:58, 31 January 2011
  • ...gs and the other 128 are "defined" plot flags whose state is determined by scripting each time they're read. == Scripting ==
    15 KB (2,592 words) - 20:11, 19 November 2010
  • ...g to scripting (by merely selecting options on a conversation's "Plots and Scripting" tab), checking a Defined Flag will always involve a call to the appropriat With Defined Flags there's simply no getting away from scripting.
    10 KB (1,438 words) - 21:22, 9 October 2010
  • Item properties (i.e., fire damage) are assignable in the toolset and via scripting * Scripting functions to add properties
    5 KB (750 words) - 23:09, 8 February 2010
  • ==== Contest 4 (Scripting) ==== * mikemike37: scripting help from TimelordDC (thanks!) -10
    4 KB (455 words) - 14:51, 15 February 2012
  • ...ru|Инструкции по работе со скриптами]]''' ''[[Scripting tutorial|(en)]]'', '''[[Event_override/ru|Переопределение о ...mand queue. Used to set combat mode and combat camera/music. Also fires by scripting to trigger combat after being attacked or an ally is attack.
    15 KB (1,680 words) - 05:37, 14 October 2011
  • ...ments which have names starting with '''effect'''. It can be referenced in scripting using the [[TABLE_*|TABLE_EFFECTS]] constant defined in [[2da_constants_h]] ...cts (such as VFX and Screenshake) have their effect constructor defined in scripting and require the proper <code>effect_<effect-name>_h</code> script file to b
    2 KB (339 words) - 14:32, 10 March 2013
  • ...are markers you can place in an area either for use as reference points in scripting or for placing notes on the map. To place a waypoint, right-click on the ar {{variable table row| AREA_COUNTER_1 to 10 | int | | Available for use by scripting.}}
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...sional arrays). These are read-only arrays containing various data used by scripting and the game engine. Each 2DA is simply an organized collection of strings ...ing a boolean is untested. It is probably safer to just use an integer for scripting purposes.
    14 KB (2,331 words) - 19:15, 2 August 2013
  • ! Scripting | C++ Based scripting language|| Proprietary scripting format.
    3 KB (354 words) - 03:22, 17 February 2011
  • | .[[CNS]] || Client scripting source | .[[LDF]] || Language definition file: Used by the scripting engines
    8 KB (1,079 words) - 12:22, 6 June 2011
  • ...nventory are transferred to a Bodybag. Some of the items may be destroyed (scripting determines the chance of this). ...ifier of the team the placeable belongs to. Team numbers are often used in scripting. }}
    17 KB (2,708 words) - 07:54, 2 December 2013
  • ...is untested. It is probably safer to use an [[Int (2da type)|integer]] for scripting purposes. * [[Boolean constant]] for a discussion of how booleans are handled in the scripting language
    900 B (142 words) - 13:22, 10 August 2011
  • == Character Creation Scripting ==
    3 KB (373 words) - 21:06, 25 December 2014
  • == Scripting Methods... ==
    6 KB (1,110 words) - 13:17, 23 December 2009
  • ===Scripting Your Area===
    2 KB (327 words) - 16:01, 17 November 2009
  • It is recommended that the reader should have some experience with scripting or coding in order to carry out the operations involved. The more you are r ...script) and are not used, but we will correct that later on when we do the scripting. You have to be careful here because the columns relate to the race IDs, so
    31 KB (4,632 words) - 19:14, 6 December 2016
  • == Scripting ==
    8 KB (969 words) - 17:37, 27 April 2020
  • [[Image:Scripting constant browser.png]] [[Image:Scripting constant browser filtered.png]]
    19 KB (374 words) - 03:01, 14 October 2011
  • 25 KB (1,125 words) - 08:39, 27 June 2013
  • ...are markers you can place in an area either for use as reference points in scripting or for placing notes on the map. To place a waypoint, right-click on the ar {{variable table row| AREA_COUNTER_1 to 10 | int | | Available for use by scripting.}}
    14 KB (2,315 words) - 00:14, 28 December 2011
  • [[Scripting terminology#Constants|Constants]], [[Scripting terminology#Function|functions]] and [[struct keyword|structs]] can be orga ...]. The naming convention for these include files is to prefix the plot's [[Scripting terminology#Resref|resref]] with <code>plt_</code>. The include file contai
    2 KB (342 words) - 03:09, 3 January 2015
  • ...ature]]; [[Compiling_2DAs|compile a 2DA]] and are comfortable with basic [[scripting]]. You can set this to any script you've created. See the [[scripting tutorial]] and [[character generation]] for more background and some simple
    11 KB (1,673 words) - 23:19, 27 October 2014
  • .... The syntax for DA scripts is very similar to the C programming language. Scripting is commonly used to:
    7 KB (1,106 words) - 18:01, 1 February 2022
  • ...with the same team number belong to the same team, which is often used in scripting plot-related events.}} ...a variable table. Only the values in the table can be set and retrieved by scripting. }}
    14 KB (2,190 words) - 15:10, 4 July 2010
  • ...doesn't cover any of that; see the tutorials on creatures, placeables, or scripting for more detail. This tutorial just covers the creation of items themselves
    5 KB (830 words) - 17:18, 1 February 2022
  • This can be done via scripting. ...what sort of random encounters to generate, but that's handled entirely in scripting so you can use them for other purposes or ignore them completely if you pre
    25 KB (4,306 words) - 22:14, 5 July 2010
  • ...ch have names starting with '''placeable_types'''. It can be referenced in scripting using the [[TABLE_*|TABLE_PLACEABLE_TYPE]] constant defined in [[2da_consta <br/>'''yaron''': We don't use this value - not in scripting and not in engine - we can get rid of it}}
    3 KB (481 words) - 23:24, 27 October 2014
  • The [[trap system]] combines various resources and scripting to produce, what appears to the Player as, individual traps that can be pla ...ble table row|PLC_TRAP_OWNER| object | 0 | Set when a trap is spawned from scripting}}
    10 KB (1,534 words) - 00:10, 9 March 2012
  • There is no [[Scripting terminology#literal|literal]] representation of the object type. In scripting, the "object" data type contains instances of game resources that have been
    3 KB (373 words) - 12:24, 15 August 2011
  • We have installed syntax highlighting for NWN scripting and DA scripting! Just use either the "dascript" or "nwscript" tags around your code. (like
    846 B (109 words) - 22:27, 12 December 2017
  • ...n the first place) and the way a [[resource]] literal has an 'R' prefix in scripting but not in 2das. But again, since we've got access to redirects now I guess
    5 KB (776 words) - 02:21, 10 November 2009
  • ...Age scripting language. These functions represent the lowest "level" that scripting has access to and many of them are only routinely accessed via wrapper func
    698 B (95 words) - 21:06, 27 November 2009

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